torque Torque Game Engine Documentation
TGE Version 1.5.2

SimConsoleEvent Class Reference

#include <simBase.h>

Inheritance diagram for SimConsoleEvent:

Inheritance graph
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Detailed Description

Implementation of schedule() function.

This allows you to set a console function to be called at some point in the future.


Public Member Functions

 SimConsoleEvent (S32 argc, const char **argv, bool onObject)
 Constructor.
 ~SimConsoleEvent ()
virtual void process (SimObject *object)
 Function called when event occurs.

Protected Attributes

S32 mArgc
char ** mArgv
bool mOnObject


Constructor & Destructor Documentation

SimConsoleEvent::SimConsoleEvent ( S32  argc,
const char **  argv,
bool  onObject 
)

Constructor.

Pass the arguments of a function call, optionally on an object.

The object for the call to be executed on is specified by setting onObject and storing a reference to the object in destObject. If onObject is false, you don't need to store anything into destObject.

The parameters here are passed unmodified to Con::execute() at the time of the event.

See also:
Con::execute(S32 argc, const char *argv[])

Con::execute(SimObject *object, S32 argc, const char *argv[])

SimConsoleEvent::~SimConsoleEvent (  ) 


Member Function Documentation

virtual void SimConsoleEvent::process ( SimObject object  )  [virtual]

Function called when event occurs.

This is where the meat of your event's implementation goes.

See any of the subclasses for ideas of what goes in here.

The event is deleted immediately after processing. If the object referenced in destObject is deleted, then the event is not called. The even will be executed unconditionally if the object referenced is NULL.

Parameters:
object Object stored in destObject.

Implements SimEvent.

Reimplemented in SimConsoleThreadExecEvent.


Field Documentation

char** SimConsoleEvent::mArgv [protected]

bool SimConsoleEvent::mOnObject [protected]




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